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my $Indices = pdl( # | |
0, 3, 1, | |
1, 3, 2, | |
2, 3, 0, | |
1, 2, 0, | |
)->long; | |
CreateVertexBuffer($Indices); | |
sub CalcNormals { | |
my ( $pIndices, $IndexCount, $pVertices, $VertexCount ) = @_; | |
# Accumulate each triangle normal into each of the triangle vertices | |
for ( my $i = 0 ; $i < $IndexCount ; $i += 3 ) { | |
my $Index0 = $pIndices->at( $i ); | |
my $Index1 = $pIndices->at( $i + 1 ); | |
my $Index2 = $pIndices->at( $i + 2 ); | |
my $v1 = $pVertices->slice( "($Index1),0:2" ) - $pVertices->slice( "($Index0),0:2" ); | |
my $v2 = $pVertices->slice( "($Index2),0:2" ) - $pVertices->slice( "($Index0),0:2" ); | |
my $Normal = $v1->crossp( $v2 ); | |
$Normal = $Normal->norm; | |
$pVertices->slice( "5:7,($Index0)" ) += $Normal; | |
$pVertices->slice( "5:7,($Index1)" ) += $Normal; | |
$pVertices->slice( "5:7,($Index2)" ) += $Normal; | |
} | |
# Normalize all the vertex normals | |
for my $i ( 0 .. $VertexCount - 1 ) { | |
$pVertices->slice( "5:7,($i)" ) .= $pVertices->slice( "5:7,($i)" )->norm; | |
} | |
} | |
sub CreateVertexBuffer { | |
my ( $pIndices ) = @_; | |
my $v = pdl( # | |
[ -1, -1, 0.5773, 0, 0, 0, 0, 0 ], | |
[ 0, -1, -1.15475, 0.5, 0, 0, 0, 0 ], | |
[ 1, -1, 0.5773, 1, 0, 0, 0, 0 ], | |
[ 0, 1, 0, 0.5, 1, 0, 0, 0 ], | |
)->float; | |
my $type_size = howbig( $v->get_datatype ); | |
$self->VBO_vertex_size( $v->dim( 0 ) * $type_size ); | |
$self->VBO_tex_offset( 3 * $type_size ); | |
$self->VBO_normal_offset( 5 * $type_size ); | |
CalcNormals( $pIndices, $pIndices->nelem, $v, $v->dim( 1 ) ); | |
$self->VBO( glGenBuffersARB_p( 1 ) ); | |
glBindBufferARB( GL_ARRAY_BUFFER, $self->VBO ); | |
glBufferDataARB_s( | |
GL_ARRAY_BUFFER, # | |
$v->nelem * $type_size, | |
$v->get_dataref, | |
GL_STATIC_DRAW, | |
); | |
return; | |
} |
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